Global AI In Media and Entertainment Market 2022 by Company, Regions, Type and Application, Forecast to 2028

Global AI In Media and Entertainment Market 2022 by Company, Regions, Type and Application, Forecast to 2028

Page: 120

Published Date: 01 Jun 2022

Category: New Technology

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  • sp_icon1 sp_icon1_b Description
  • sp_icon2 sp_icon2_b Table of Contents
  • sp_icon3 sp_icon3_b Table of Figures
  • sp_icon4 sp_icon4_b Research Methodology
  • sp_icon1 sp_icon1_b Companies Mentioned
  • sp_icon1 sp_icon1_b Product Tags
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Description

The AI In Media and Entertainment market report provides a detailed analysis of global market size, regional and country-level market size, segmentation market growth, market share, competitive Landscape, impact of domestic and global market players, value chain optimization, trade regulations, recent developments, opportunities analysis, strategic market growth analysis, product launches, area marketplace expanding, and technological innovations.

According to our latest research, the global AI In Media and Entertainment market size will reach USD million in 2028, growing at a CAGR of % over the analysis period 2022-2028.

Global key companies of AI In Media and Entertainment include Amazon Web Services, Inc., EMG, Gearhouse South Africa Pty. Ltd., Gravity Media, and GrayMeta, etc. In terms of revenue, the global top four players hold a share over % in 2021.

Market segmentation
AI In Media and Entertainment market is split by Type and by Application. For the period 2012-2028, the growth among segments provide accurate calculations and forecasts for revenue by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.

Market segment by Type, covers
Hardware/Equipment
Services

Market segment by Application, can be divided into
Gaming
Plagiarism Detection
Personalization
Sales & Marketing
Talent Identification
Content Capture
Sports Automatic Productions
Others

Market segment by players, this report covers
Amazon Web Services, Inc.
EMG
Gearhouse South Africa Pty. Ltd.
Gravity Media
GrayMeta
International Business Machines Corp.
LMG, LLC
Matchroom Sport Ltd.
Production Resource Group, L.L.C.
Synthesia Ltd.
TAIT
Valossa Labs Ltd.
Veritone, Inc.
Pixellot
PlaySight Interactive Ltd.
AISportsWatch GmbH
Spiideo
Sportway AB
EVS Broadcast Equipment S.A.
Hudl
Move.ai
AutomaticTV

Market segment by regions, regional analysis covers
North America
Europe
Asia-Pacific (China, Japan, South Korea, Rest of Asia-Pacific)
South America
Middle East & Africa

The content of the study subjects, includes a total of 8 chapters:
Chapter 1, to describe AI In Media and Entertainment product scope, market overview, market opportunities, market driving force and market risks.
Chapter 2, to profile the top players of AI In Media and Entertainment, with recent developments and future plans
Chapter 3, the AI In Media and Entertainment competitive situation, revenue and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4, to break the market size data at the region level, with key companies in the key region and AI In Media and Entertainment market forecast, by regions, with revenue, from 2022 to 2028.
Chapter 5 and 6, to segment the market size by Type and application, with revenue and growth rate by Type, application, from 2022 to 2028.
Chapter 7 and 8, to describe AI In Media and Entertainment research findings and conclusion, appendix and data source.
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Table of Contents

1 Market Overview
1.1 Product Overview and Scope of AI In Media and Entertainment
1.2 Classification of AI In Media and Entertainment by Type
1.2.1 Overview: Global AI In Media and Entertainment Market Size by Type: 2022 Versus 2028
1.2.2 Global AI In Media and Entertainment Revenue Market Share by Type in 2028
1.2.3 Hardware/Equipment
1.2.4 Services
1.3 Global AI In Media and Entertainment Market by Application
1.3.1 Overview: Global AI In Media and Entertainment Market Size by Application: 2022 Versus 2028
1.3.2 Gaming
1.3.3 Plagiarism Detection
1.3.4 Personalization
1.3.5 Sales & Marketing
1.3.6 Talent Identification
1.3.7 Content Capture
1.3.8 Sports Automatic Productions
1.3.9 Others
1.4 Global AI In Media and Entertainment Market Size & Forecast
1.5 Market Drivers, Restraints and Trends
1.5.1 AI In Media and Entertainment Market Drivers
1.5.2 AI In Media and Entertainment Market Restraints
1.5.3 AI In Media and Entertainment Trends Analysis

2 Company Profiles
2.1 Amazon Web Services, Inc.
2.1.1 Amazon Web Services, Inc. Details
2.1.2 Amazon Web Services, Inc. Major Business
2.1.3 Amazon Web Services, Inc. AI In Media and Entertainment Product and Solutions
2.1.4 Amazon Web Services, Inc. Recent Developments and Future Plans
2.2 EMG
2.2.1 EMG Details
2.2.2 EMG Major Business
2.2.3 EMG AI In Media and Entertainment Product and Solutions
2.2.4 EMG Recent Developments and Future Plans
2.3 Gearhouse South Africa Pty. Ltd.
2.3.1 Gearhouse South Africa Pty. Ltd. Details
2.3.2 Gearhouse South Africa Pty. Ltd. Major Business
2.3.3 Gearhouse South Africa Pty. Ltd. AI In Media and Entertainment Product and Solutions
2.3.4 Gearhouse South Africa Pty. Ltd. Recent Developments and Future Plans
2.4 Gravity Media
2.4.1 Gravity Media Details
2.4.2 Gravity Media Major Business
2.4.3 Gravity Media AI In Media and Entertainment Product and Solutions
2.4.4 Gravity Media Recent Developments and Future Plans
2.5 GrayMeta
2.5.1 GrayMeta Details
2.5.2 GrayMeta Major Business
2.5.3 GrayMeta AI In Media and Entertainment Product and Solutions
2.5.4 GrayMeta Recent Developments and Future Plans
2.6 International Business Machines Corp.
2.6.1 International Business Machines Corp. Details
2.6.2 International Business Machines Corp. Major Business
2.6.3 International Business Machines Corp. AI In Media and Entertainment Product and Solutions
2.6.4 International Business Machines Corp. Recent Developments and Future Plans
2.7 LMG, LLC
2.7.1 LMG, LLC Details
2.7.2 LMG, LLC Major Business
2.7.3 LMG, LLC AI In Media and Entertainment Product and Solutions
2.7.4 LMG, LLC Recent Developments and Future Plans
2.8 Matchroom Sport Ltd.
2.8.1 Matchroom Sport Ltd. Details
2.8.2 Matchroom Sport Ltd. Major Business
2.8.3 Matchroom Sport Ltd. AI In Media and Entertainment Product and Solutions
2.8.4 Matchroom Sport Ltd. Recent Developments and Future Plans
2.9 Production Resource Group, L.L.C.
2.9.1 Production Resource Group, L.L.C. Details
2.9.2 Production Resource Group, L.L.C. Major Business
2.9.3 Production Resource Group, L.L.C. AI In Media and Entertainment Product and Solutions
2.9.4 Production Resource Group, L.L.C. Recent Developments and Future Plans
2.10 Synthesia Ltd.
2.10.1 Synthesia Ltd. Details
2.10.2 Synthesia Ltd. Major Business
2.10.3 Synthesia Ltd. AI In Media and Entertainment Product and Solutions
2.10.4 Synthesia Ltd. Recent Developments and Future Plans
2.11 TAIT
2.11.1 TAIT Details
2.11.2 TAIT Major Business
2.11.3 TAIT AI In Media and Entertainment Product and Solutions
2.11.4 TAIT Recent Developments and Future Plans
2.12 Valossa Labs Ltd.
2.12.1 Valossa Labs Ltd. Details
2.12.2 Valossa Labs Ltd. Major Business
2.12.3 Valossa Labs Ltd. AI In Media and Entertainment Product and Solutions
2.12.4 Valossa Labs Ltd. Recent Developments and Future Plans
2.13 Veritone, Inc.
2.13.1 Veritone, Inc. Details
2.13.2 Veritone, Inc. Major Business
2.13.3 Veritone, Inc. AI In Media and Entertainment Product and Solutions
2.13.4 Veritone, Inc. Recent Developments and Future Plans
2.14 Pixellot
2.14.1 Pixellot Details
2.14.2 Pixellot Major Business
2.14.3 Pixellot AI In Media and Entertainment Product and Solutions
2.14.4 Pixellot Recent Developments and Future Plans
2.15 PlaySight Interactive Ltd.
2.15.1 PlaySight Interactive Ltd. Details
2.15.2 PlaySight Interactive Ltd. Major Business
2.15.3 PlaySight Interactive Ltd. AI In Media and Entertainment Product and Solutions
2.15.4 PlaySight Interactive Ltd. Recent Developments and Future Plans
2.16 AISportsWatch GmbH
2.16.1 AISportsWatch GmbH Details
2.16.2 AISportsWatch GmbH Major Business
2.16.3 AISportsWatch GmbH AI In Media and Entertainment Product and Solutions
2.16.4 AISportsWatch GmbH Recent Developments and Future Plans
2.17 Spiideo
2.17.1 Spiideo Details
2.17.2 Spiideo Major Business
2.17.3 Spiideo AI In Media and Entertainment Product and Solutions
2.17.4 Spiideo Recent Developments and Future Plans
2.18 Sportway AB
2.18.1 Sportway AB Details
2.18.2 Sportway AB Major Business
2.18.3 Sportway AB AI In Media and Entertainment Product and Solutions
2.18.4 Sportway AB Recent Developments and Future Plans
2.19 EVS Broadcast Equipment S.A.
2.19.1 EVS Broadcast Equipment S.A. Details
2.19.2 EVS Broadcast Equipment S.A. Major Business
2.19.3 EVS Broadcast Equipment S.A. AI In Media and Entertainment Product and Solutions
2.19.4 EVS Broadcast Equipment S.A. Recent Developments and Future Plans
2.20 Hudl
2.20.1 Hudl Details
2.20.2 Hudl Major Business
2.20.3 Hudl AI In Media and Entertainment Product and Solutions
2.20.4 Hudl Recent Developments and Future Plans
2.21 Move.ai
2.21.1 Move.ai Details
2.21.2 Move.ai Major Business
2.21.3 Move.ai AI In Media and Entertainment Product and Solutions
2.21.4 Move.ai Recent Developments and Future Plans
2.22 AutomaticTV
2.22.1 AutomaticTV Details
2.22.2 AutomaticTV Major Business
2.22.3 AutomaticTV AI In Media and Entertainment Product and Solutions
2.22.4 AutomaticTV Recent Developments and Future Plans

3 Market Competition, by Players
3.1 Global AI In Media and Entertainment Revenue and Share by Players (2022 & 2028)
3.2 AI In Media and Entertainment Players Head Office, Products and Services Provided
3.3 AI In Media and Entertainment Mergers & Acquisitions
3.4 AI In Media and Entertainment New Entrants and Expansion Plans

4 Global AI In Media and Entertainment Forecast by Region
4.1 Global AI In Media and Entertainment Market Size by Region: 2022 VS 2028
4.2 Global AI In Media and Entertainment Market Size by Region, (2022-2028)
4.3 North America
4.3.1 Key Companies of AI In Media and Entertainment in North America
4.3.2 Current Situation and Forecast of AI In Media and Entertainment in North America
4.3.3 North America AI In Media and Entertainment Market Size and Prospect (2022-2028)
4.4 Europe
4.4.1 Key Companies of AI In Media and Entertainment in Europe
4.4.2 Current Situation and Forecast of AI In Media and Entertainment in Europe
4.4.3 Europe AI In Media and Entertainment Market Size and Prospect (2022-2028)
4.5 Asia-Pacific
4.5.1 Key Companies of AI In Media and Entertainment in Asia-Pacific
4.5.2 Current Situation and Forecast of AI In Media and Entertainment in Asia-Pacific
4.5.3 Asia-Pacific AI In Media and Entertainment Market Size and Prospect (2022-2028)
4.6 South America
4.6.1 Key Companies of AI In Media and Entertainment in South America
4.6.2 Current Situation and Forecast of AI In Media and Entertainment in South America
4.6.3 South America AI In Media and Entertainment Market Size and Prospect (2022-2028)
4.7 Middle East & Africa
4.7.1 Key Companies of AI In Media and Entertainment in Middle East & Africa
4.7.2 Current Situation and Forecast of AI In Media and Entertainment in Middle East & Africa
4.7.3 Middle East & Africa AI In Media and Entertainment Market Size and Prospect (2022-2028)

5 Market Size Segment by Type
5.1 Global AI In Media and Entertainment Market Forecast by Type (2022-2028)
5.2 Global AI In Media and Entertainment Market Share Forecast by Type (2022-2028)

6 Market Size Segment by Application
6.1 Global AI In Media and Entertainment Market Forecast by Application (2022-2028)
6.2 Global AI In Media and Entertainment Market Share Forecast by Application (2022-2028)

7 Research Findings and Conclusion

8 Appendix
8.1 Methodology
8.2 Research Process and Data Source
8.3 Disclaimer
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Table of Figures

List of Tables
Table 1. Global AI In Media and Entertainment Revenue by Type, (USD Million), 2022 VS 2028
Table 2. Global AI In Media and Entertainment Revenue by Application, (USD Million), 2022 VS 2028
Table 3. Amazon Web Services, Inc. Corporate Information, Head Office, and Major Competitors
Table 4. Amazon Web Services, Inc. Major Business
Table 5. Amazon Web Services, Inc. AI In Media and Entertainment Product and Solutions
Table 6. EMG Corporate Information, Head Office, and Major Competitors
Table 7. EMG Major Business
Table 8. EMG AI In Media and Entertainment Product and Solutions
Table 9. Gearhouse South Africa Pty. Ltd. Corporate Information, Head Office, and Major Competitors
Table 10. Gearhouse South Africa Pty. Ltd. Major Business
Table 11. Gearhouse South Africa Pty. Ltd. AI In Media and Entertainment Product and Solutions
Table 12. Gravity Media Corporate Information, Head Office, and Major Competitors
Table 13. Gravity Media Major Business
Table 14. Gravity Media AI In Media and Entertainment Product and Solutions
Table 15. GrayMeta Corporate Information, Head Office, and Major Competitors
Table 16. GrayMeta Major Business
Table 17. GrayMeta AI In Media and Entertainment Product and Solutions
Table 18. International Business Machines Corp. Corporate Information, Head Office, and Major Competitors
Table 19. International Business Machines Corp. Major Business
Table 20. International Business Machines Corp. AI In Media and Entertainment Product and Solutions
Table 21. LMG, LLC Corporate Information, Head Office, and Major Competitors
Table 22. LMG, LLC Major Business
Table 23. LMG, LLC AI In Media and Entertainment Product and Solutions
Table 24. Matchroom Sport Ltd. Corporate Information, Head Office, and Major Competitors
Table 25. Matchroom Sport Ltd. Major Business
Table 26. Matchroom Sport Ltd. AI In Media and Entertainment Product and Solutions
Table 27. Production Resource Group, L.L.C. Corporate Information, Head Office, and Major Competitors
Table 28. Production Resource Group, L.L.C. Major Business
Table 29. Production Resource Group, L.L.C. AI In Media and Entertainment Product and Solutions
Table 30. Synthesia Ltd. Corporate Information, Head Office, and Major Competitors
Table 31. Synthesia Ltd. Major Business
Table 32. Synthesia Ltd. AI In Media and Entertainment Product and Solutions
Table 33. TAIT Corporate Information, Head Office, and Major Competitors
Table 34. TAIT Major Business
Table 35. TAIT AI In Media and Entertainment Product and Solutions
Table 36. Valossa Labs Ltd. Corporate Information, Head Office, and Major Competitors
Table 37. Valossa Labs Ltd. Major Business
Table 38. Valossa Labs Ltd. AI In Media and Entertainment Product and Solutions
Table 39. Veritone, Inc. Corporate Information, Head Office, and Major Competitors
Table 40. Veritone, Inc. Major Business
Table 41. Veritone, Inc. AI In Media and Entertainment Product and Solutions
Table 42. Pixellot Corporate Information, Head Office, and Major Competitors
Table 43. Pixellot Major Business
Table 44. Pixellot AI In Media and Entertainment Product and Solutions
Table 45. PlaySight Interactive Ltd. Corporate Information, Head Office, and Major Competitors
Table 46. PlaySight Interactive Ltd. Major Business
Table 47. PlaySight Interactive Ltd. AI In Media and Entertainment Product and Solutions
Table 48. AISportsWatch GmbH Corporate Information, Head Office, and Major Competitors
Table 49. AISportsWatch GmbH Major Business
Table 50. AISportsWatch GmbH AI In Media and Entertainment Product and Solutions
Table 51. Spiideo Corporate Information, Head Office, and Major Competitors
Table 52. Spiideo Major Business
Table 53. Spiideo AI In Media and Entertainment Product and Solutions
Table 54. Sportway AB Corporate Information, Head Office, and Major Competitors
Table 55. Sportway AB Major Business
Table 56. Sportway AB AI In Media and Entertainment Product and Solutions
Table 57. EVS Broadcast Equipment S.A. Corporate Information, Head Office, and Major Competitors
Table 58. EVS Broadcast Equipment S.A. Major Business
Table 59. EVS Broadcast Equipment S.A. AI In Media and Entertainment Product and Solutions
Table 60. Hudl Corporate Information, Head Office, and Major Competitors
Table 61. Hudl Major Business
Table 62. Hudl AI In Media and Entertainment Product and Solutions
Table 63. Move.ai Corporate Information, Head Office, and Major Competitors
Table 64. Move.ai Major Business
Table 65. Move.ai AI In Media and Entertainment Product and Solutions
Table 66. AutomaticTV Corporate Information, Head Office, and Major Competitors
Table 67. AutomaticTV Major Business
Table 68. AutomaticTV AI In Media and Entertainment Product and Solutions
Table 69. Global AI In Media and Entertainment Revenue (USD Million) by Players (2022 & 2028)
Table 70. Global AI In Media and Entertainment Revenue Share by Players (2022 & 2028)
Table 71. AI In Media and Entertainment Players Head Office, Products and Services Provided
Table 72. AI In Media and Entertainment Mergers & Acquisitions in the Past Five Years
Table 73. AI In Media and Entertainment New Entrants and Expansion Plans
Table 74. Global Market AI In Media and Entertainment Revenue (USD Million) Comparison by Region (2022 VS 2028)
Table 75. Global AI In Media and Entertainment Revenue Market Share by Region (2022-2028)
Table 76. Key Companies of AI In Media and Entertainment in North America
Table 77. Current Situation and Forecast of AI In Media and Entertainment in North America
Table 78. Key Companies of AI In Media and Entertainment in Europe
Table 79. Current Situation and Forecast of AI In Media and Entertainment in Europe
Table 80. Key Companies of AI In Media and Entertainment in Asia-Pacific
Table 81. Current Situation and Forecast of AI In Media and Entertainment in Asia-Pacific
Table 82. Key Companies of AI In Media and Entertainment in China
Table 83. Key Companies of AI In Media and Entertainment in Japan
Table 84. Key Companies of AI In Media and Entertainment in South Korea
Table 85. Key Companies of AI In Media and Entertainment in South America
Table 86. Current Situation and Forecast of AI In Media and Entertainment in South America
Table 87. Key Companies of AI In Media and Entertainment in Middle East & Africa
Table 88. Current Situation and Forecast of AI In Media and Entertainment in Middle East & Africa
Table 89. Global AI In Media and Entertainment Revenue Forecast by Type (2022-2028)
Table 90. Global AI In Media and Entertainment Revenue Forecast by Application (2022-2028)
List of Figures
Figure 1. AI In Media and Entertainment Picture
Figure 2. Global AI In Media and Entertainment Revenue Market Share by Type in 2028
Figure 3. Hardware/Equipment
Figure 4. Services
Figure 5. AI In Media and Entertainment Revenue Market Share by Application in 2028
Figure 6. Gaming Picture
Figure 7. Plagiarism Detection Picture
Figure 8. Personalization Picture
Figure 9. Sales & Marketing Picture
Figure 10. Talent Identification Picture
Figure 11. Content Capture Picture
Figure 12. Sports Automatic Productions Picture
Figure 13. Others Picture
Figure 14. Global AI In Media and Entertainment Market Size, (USD Million): 2022 VS 2028
Figure 15. Global AI In Media and Entertainment Revenue and Forecast (2022-2028) & (USD Million)
Figure 16. AI In Media and Entertainment Market Drivers
Figure 17. AI In Media and Entertainment Market Restraints
Figure 18. AI In Media and Entertainment Market Trends
Figure 19. Amazon Web Services, Inc. Recent Developments and Future Plans
Figure 20. EMG Recent Developments and Future Plans
Figure 21. Gearhouse South Africa Pty. Ltd. Recent Developments and Future Plans
Figure 22. Gravity Media Recent Developments and Future Plans
Figure 23. GrayMeta Recent Developments and Future Plans
Figure 24. International Business Machines Corp. Recent Developments and Future Plans
Figure 25. LMG, LLC Recent Developments and Future Plans
Figure 26. Matchroom Sport Ltd. Recent Developments and Future Plans
Figure 27. Production Resource Group, L.L.C. Recent Developments and Future Plans
Figure 28. Synthesia Ltd. Recent Developments and Future Plans
Figure 29. TAIT Recent Developments and Future Plans
Figure 30. Valossa Labs Ltd. Recent Developments and Future Plans
Figure 31. Veritone, Inc. Recent Developments and Future Plans
Figure 32. Pixellot Recent Developments and Future Plans
Figure 33. PlaySight Interactive Ltd. Recent Developments and Future Plans
Figure 34. AISportsWatch GmbH Recent Developments and Future Plans
Figure 35. Spiideo Recent Developments and Future Plans
Figure 36. Sportway AB Recent Developments and Future Plans
Figure 37. EVS Broadcast Equipment S.A. Recent Developments and Future Plans
Figure 38. Hudl Recent Developments and Future Plans
Figure 39. Move.ai Recent Developments and Future Plans
Figure 40. AutomaticTV Recent Developments and Future Plans
Figure 41. Global AI In Media and Entertainment Revenue Market Share by Region (2022-2028)
Figure 42. Global AI In Media and Entertainment Revenue Market Share by Region in 2028
Figure 43. North America AI In Media and Entertainment Revenue (USD Million) and Growth Rate (2022-2028)
Figure 44. Europe AI In Media and Entertainment Revenue (USD Million) and Growth Rate (2022-2028)
Figure 45. Asia-Pacific AI In Media and Entertainment Revenue (USD Million) and Growth Rate (2022-2028)
Figure 46. South America AI In Media and Entertainment Revenue (USD Million) and Growth Rate (2022-2028)
Figure 47. Middle East & Africa AI In Media and Entertainment Revenue (USD Million) and Growth Rate (2022-2028)
Figure 48. Global AI In Media and Entertainment Market Share Forecast by Type (2022-2028)
Figure 49. Global AI In Media and Entertainment Market Share Forecast by Application (2022-2028)
Figure 50. Methodology
Figure 51. Research Process and Data Source
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Research Methodology

Client Requirements

yuan2

Review and analyze client requirements

yuan2

Discussion of all the project requirements and queries

Flexibility Check

yuan2

Project Feasibility Analysis

yuan2

Finalizing tentative research programme

yuan2

Structuring project proposal with scope, timeline, and costs

Analyzing Market Dynamics

yuan2

Determination of key drivers, restraints, challenge, and opportunity

yuan2

Identifies market needs and trends

Market Size Estimation & Forecast

yuan2

Estimation of historical data based on secondary and primary data

yuan2

Anticipating market recast by assigning weightage to market forces (drivers, restraints, opportunities)

yuan2

Freezing historical and forecast market size estimations based on evolution, trends, outlook, and strategies

yuan2

Consideration of geography, region-specific product/service demand for region segments

yuan2

Consideration of product utilization rates, product demand outlook for segments by application or end-user.

tuBiao1

Data Source

yuan2

Secondary Source
Data collections from annual reports, presentations,associations, journals, analyst reports, paid database, press releases, blogs, newsletters,and GIR repositories.

yuan2

Primary Source
Research discussion with manufacturers, distributors, suppliers, end user, industry experts to verify insights.

Validation and
triangulation of
secondary and primary source.

yuan2

Collection of data

yuan2

Cumulating and collating the essential qualitative and quantitative data

yuan2

Generation of report in client requested format by research analysts

yuan2

Reviews by expert analysts

yuan2

Final quality check

yuan2

Clarifying queries

yuan2

Receiving feedback

yuan2

Ensuring satisfaction

  • yuan01
    liuCheng01

    01 Identification of data

    This step involves identification of several primary and secondary data research sources, including Global Info Research's internal data sources. The primary sources consist of in-depth discussions and interviews with policy makers, industry experts, and data evaluators, whereas secondary sources include a thorough study of market journals, press releases, annual reports, and government and non-government agencies websites.

  • yuan01
    liuCheng01

    02 Evaluation of Market Dynamic

    This phase includes a detailed evaluation of several factors that are likely to affect the market dynamics. It involves a comprehensive assessment of major market pain points, drivers, and trends. It also comprises a detailed study of research plans and methodology.

  • yuan01
    liuCheng01

    03 Collection of Data

    This process consists of gathering data, accessing proprietary databases, and reaching out to key industry participants that operate in the market across the value chain. It also involves studying several patterns in the historical data and comparing it with the current scenario.

  • yuan01
    liuCheng01

    04 Collaboration of Data

    This stage involves the validation of data and arrival at actual statistics, and evolution of the market over the years. It entails the study and analyzes various segments and verticals of the market. An impact analysis is also performed to observe which factors will affect the market in the next few years.

  • yuan01
    liuCheng01

    05 Verification and Analysis

    This is the final stage, which involves both quantity and quality checks. Although the process of data verification is an integral part of the research process, all data points and statistics and figures are re-checked to uphold their authenticity and validity.

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Companies Mentioned

Amazon Web Services, Inc.
EMG
Gearhouse South Africa Pty. Ltd.
Gravity Media
GrayMeta
International Business Machines Corp.
LMG, LLC
Matchroom Sport Ltd.
Production Resource Group, L.L.C.
Synthesia Ltd.
TAIT
Valossa Labs Ltd.
Veritone, Inc.
Pixellot
PlaySight Interactive Ltd.
AISportsWatch GmbH
Spiideo
Sportway AB
EVS Broadcast Equipment S.A.
Hudl
Move.ai
AutomaticTV
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Global AI In Media and Entertainment Market 2022 by Company, Regions, Type and Application, Forecast to 2028

Global AI In Media and Entertainment Market 2022 by Company, Regions, Type and Application, Forecast to 2028

Page: 120

Published Date: 01 Jun 2022

Category: New Technology

PDF Download

Get FREE Sample

Customize Request

Description

arrow-d3
btl

Description

The AI In Media and Entertainment market report provides a detailed analysis of global market size, regional and country-level market size, segmentation market growth, market share, competitive Landscape, impact of domestic and global market players, value chain optimization, trade regulations, recent developments, opportunities analysis, strategic market growth analysis, product launches, area marketplace expanding, and technological innovations.

According to our latest research, the global AI In Media and Entertainment market size will reach USD million in 2028, growing at a CAGR of % over the analysis period 2022-2028.

Global key companies of AI In Media and Entertainment include Amazon Web Services, Inc., EMG, Gearhouse South Africa Pty. Ltd., Gravity Media, and GrayMeta, etc. In terms of revenue, the global top four players hold a share over % in 2021.

Market segmentation
AI In Media and Entertainment market is split by Type and by Application. For the period 2012-2028, the growth among segments provide accurate calculations and forecasts for revenue by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.

Market segment by Type, covers
Hardware/Equipment
Services

Market segment by Application, can be divided into
Gaming
Plagiarism Detection
Personalization
Sales & Marketing
Talent Identification
Content Capture
Sports Automatic Productions
Others

Market segment by players, this report covers
Amazon Web Services, Inc.
EMG
Gearhouse South Africa Pty. Ltd.
Gravity Media
GrayMeta
International Business Machines Corp.
LMG, LLC
Matchroom Sport Ltd.
Production Resource Group, L.L.C.
Synthesia Ltd.
TAIT
Valossa Labs Ltd.
Veritone, Inc.
Pixellot
PlaySight Interactive Ltd.
AISportsWatch GmbH
Spiideo
Sportway AB
EVS Broadcast Equipment S.A.
Hudl
Move.ai
AutomaticTV

Market segment by regions, regional analysis covers
North America
Europe
Asia-Pacific (China, Japan, South Korea, Rest of Asia-Pacific)
South America
Middle East & Africa

The content of the study subjects, includes a total of 8 chapters:
Chapter 1, to describe AI In Media and Entertainment product scope, market overview, market opportunities, market driving force and market risks.
Chapter 2, to profile the top players of AI In Media and Entertainment, with recent developments and future plans
Chapter 3, the AI In Media and Entertainment competitive situation, revenue and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4, to break the market size data at the region level, with key companies in the key region and AI In Media and Entertainment market forecast, by regions, with revenue, from 2022 to 2028.
Chapter 5 and 6, to segment the market size by Type and application, with revenue and growth rate by Type, application, from 2022 to 2028.
Chapter 7 and 8, to describe AI In Media and Entertainment research findings and conclusion, appendix and data source.
btl

Table of Contents

1 Market Overview
1.1 Product Overview and Scope of AI In Media and Entertainment
1.2 Classification of AI In Media and Entertainment by Type
1.2.1 Overview: Global AI In Media and Entertainment Market Size by Type: 2022 Versus 2028
1.2.2 Global AI In Media and Entertainment Revenue Market Share by Type in 2028
1.2.3 Hardware/Equipment
1.2.4 Services
1.3 Global AI In Media and Entertainment Market by Application
1.3.1 Overview: Global AI In Media and Entertainment Market Size by Application: 2022 Versus 2028
1.3.2 Gaming
1.3.3 Plagiarism Detection
1.3.4 Personalization
1.3.5 Sales & Marketing
1.3.6 Talent Identification
1.3.7 Content Capture
1.3.8 Sports Automatic Productions
1.3.9 Others
1.4 Global AI In Media and Entertainment Market Size & Forecast
1.5 Market Drivers, Restraints and Trends
1.5.1 AI In Media and Entertainment Market Drivers
1.5.2 AI In Media and Entertainment Market Restraints
1.5.3 AI In Media and Entertainment Trends Analysis

2 Company Profiles
2.1 Amazon Web Services, Inc.
2.1.1 Amazon Web Services, Inc. Details
2.1.2 Amazon Web Services, Inc. Major Business
2.1.3 Amazon Web Services, Inc. AI In Media and Entertainment Product and Solutions
2.1.4 Amazon Web Services, Inc. Recent Developments and Future Plans
2.2 EMG
2.2.1 EMG Details
2.2.2 EMG Major Business
2.2.3 EMG AI In Media and Entertainment Product and Solutions
2.2.4 EMG Recent Developments and Future Plans
2.3 Gearhouse South Africa Pty. Ltd.
2.3.1 Gearhouse South Africa Pty. Ltd. Details
2.3.2 Gearhouse South Africa Pty. Ltd. Major Business
2.3.3 Gearhouse South Africa Pty. Ltd. AI In Media and Entertainment Product and Solutions
2.3.4 Gearhouse South Africa Pty. Ltd. Recent Developments and Future Plans
2.4 Gravity Media
2.4.1 Gravity Media Details
2.4.2 Gravity Media Major Business
2.4.3 Gravity Media AI In Media and Entertainment Product and Solutions
2.4.4 Gravity Media Recent Developments and Future Plans
2.5 GrayMeta
2.5.1 GrayMeta Details
2.5.2 GrayMeta Major Business
2.5.3 GrayMeta AI In Media and Entertainment Product and Solutions
2.5.4 GrayMeta Recent Developments and Future Plans
2.6 International Business Machines Corp.
2.6.1 International Business Machines Corp. Details
2.6.2 International Business Machines Corp. Major Business
2.6.3 International Business Machines Corp. AI In Media and Entertainment Product and Solutions
2.6.4 International Business Machines Corp. Recent Developments and Future Plans
2.7 LMG, LLC
2.7.1 LMG, LLC Details
2.7.2 LMG, LLC Major Business
2.7.3 LMG, LLC AI In Media and Entertainment Product and Solutions
2.7.4 LMG, LLC Recent Developments and Future Plans
2.8 Matchroom Sport Ltd.
2.8.1 Matchroom Sport Ltd. Details
2.8.2 Matchroom Sport Ltd. Major Business
2.8.3 Matchroom Sport Ltd. AI In Media and Entertainment Product and Solutions
2.8.4 Matchroom Sport Ltd. Recent Developments and Future Plans
2.9 Production Resource Group, L.L.C.
2.9.1 Production Resource Group, L.L.C. Details
2.9.2 Production Resource Group, L.L.C. Major Business
2.9.3 Production Resource Group, L.L.C. AI In Media and Entertainment Product and Solutions
2.9.4 Production Resource Group, L.L.C. Recent Developments and Future Plans
2.10 Synthesia Ltd.
2.10.1 Synthesia Ltd. Details
2.10.2 Synthesia Ltd. Major Business
2.10.3 Synthesia Ltd. AI In Media and Entertainment Product and Solutions
2.10.4 Synthesia Ltd. Recent Developments and Future Plans
2.11 TAIT
2.11.1 TAIT Details
2.11.2 TAIT Major Business
2.11.3 TAIT AI In Media and Entertainment Product and Solutions
2.11.4 TAIT Recent Developments and Future Plans
2.12 Valossa Labs Ltd.
2.12.1 Valossa Labs Ltd. Details
2.12.2 Valossa Labs Ltd. Major Business
2.12.3 Valossa Labs Ltd. AI In Media and Entertainment Product and Solutions
2.12.4 Valossa Labs Ltd. Recent Developments and Future Plans
2.13 Veritone, Inc.
2.13.1 Veritone, Inc. Details
2.13.2 Veritone, Inc. Major Business
2.13.3 Veritone, Inc. AI In Media and Entertainment Product and Solutions
2.13.4 Veritone, Inc. Recent Developments and Future Plans
2.14 Pixellot
2.14.1 Pixellot Details
2.14.2 Pixellot Major Business
2.14.3 Pixellot AI In Media and Entertainment Product and Solutions
2.14.4 Pixellot Recent Developments and Future Plans
2.15 PlaySight Interactive Ltd.
2.15.1 PlaySight Interactive Ltd. Details
2.15.2 PlaySight Interactive Ltd. Major Business
2.15.3 PlaySight Interactive Ltd. AI In Media and Entertainment Product and Solutions
2.15.4 PlaySight Interactive Ltd. Recent Developments and Future Plans
2.16 AISportsWatch GmbH
2.16.1 AISportsWatch GmbH Details
2.16.2 AISportsWatch GmbH Major Business
2.16.3 AISportsWatch GmbH AI In Media and Entertainment Product and Solutions
2.16.4 AISportsWatch GmbH Recent Developments and Future Plans
2.17 Spiideo
2.17.1 Spiideo Details
2.17.2 Spiideo Major Business
2.17.3 Spiideo AI In Media and Entertainment Product and Solutions
2.17.4 Spiideo Recent Developments and Future Plans
2.18 Sportway AB
2.18.1 Sportway AB Details
2.18.2 Sportway AB Major Business
2.18.3 Sportway AB AI In Media and Entertainment Product and Solutions
2.18.4 Sportway AB Recent Developments and Future Plans
2.19 EVS Broadcast Equipment S.A.
2.19.1 EVS Broadcast Equipment S.A. Details
2.19.2 EVS Broadcast Equipment S.A. Major Business
2.19.3 EVS Broadcast Equipment S.A. AI In Media and Entertainment Product and Solutions
2.19.4 EVS Broadcast Equipment S.A. Recent Developments and Future Plans
2.20 Hudl
2.20.1 Hudl Details
2.20.2 Hudl Major Business
2.20.3 Hudl AI In Media and Entertainment Product and Solutions
2.20.4 Hudl Recent Developments and Future Plans
2.21 Move.ai
2.21.1 Move.ai Details
2.21.2 Move.ai Major Business
2.21.3 Move.ai AI In Media and Entertainment Product and Solutions
2.21.4 Move.ai Recent Developments and Future Plans
2.22 AutomaticTV
2.22.1 AutomaticTV Details
2.22.2 AutomaticTV Major Business
2.22.3 AutomaticTV AI In Media and Entertainment Product and Solutions
2.22.4 AutomaticTV Recent Developments and Future Plans

3 Market Competition, by Players
3.1 Global AI In Media and Entertainment Revenue and Share by Players (2022 & 2028)
3.2 AI In Media and Entertainment Players Head Office, Products and Services Provided
3.3 AI In Media and Entertainment Mergers & Acquisitions
3.4 AI In Media and Entertainment New Entrants and Expansion Plans

4 Global AI In Media and Entertainment Forecast by Region
4.1 Global AI In Media and Entertainment Market Size by Region: 2022 VS 2028
4.2 Global AI In Media and Entertainment Market Size by Region, (2022-2028)
4.3 North America
4.3.1 Key Companies of AI In Media and Entertainment in North America
4.3.2 Current Situation and Forecast of AI In Media and Entertainment in North America
4.3.3 North America AI In Media and Entertainment Market Size and Prospect (2022-2028)
4.4 Europe
4.4.1 Key Companies of AI In Media and Entertainment in Europe
4.4.2 Current Situation and Forecast of AI In Media and Entertainment in Europe
4.4.3 Europe AI In Media and Entertainment Market Size and Prospect (2022-2028)
4.5 Asia-Pacific
4.5.1 Key Companies of AI In Media and Entertainment in Asia-Pacific
4.5.2 Current Situation and Forecast of AI In Media and Entertainment in Asia-Pacific
4.5.3 Asia-Pacific AI In Media and Entertainment Market Size and Prospect (2022-2028)
4.6 South America
4.6.1 Key Companies of AI In Media and Entertainment in South America
4.6.2 Current Situation and Forecast of AI In Media and Entertainment in South America
4.6.3 South America AI In Media and Entertainment Market Size and Prospect (2022-2028)
4.7 Middle East & Africa
4.7.1 Key Companies of AI In Media and Entertainment in Middle East & Africa
4.7.2 Current Situation and Forecast of AI In Media and Entertainment in Middle East & Africa
4.7.3 Middle East & Africa AI In Media and Entertainment Market Size and Prospect (2022-2028)

5 Market Size Segment by Type
5.1 Global AI In Media and Entertainment Market Forecast by Type (2022-2028)
5.2 Global AI In Media and Entertainment Market Share Forecast by Type (2022-2028)

6 Market Size Segment by Application
6.1 Global AI In Media and Entertainment Market Forecast by Application (2022-2028)
6.2 Global AI In Media and Entertainment Market Share Forecast by Application (2022-2028)

7 Research Findings and Conclusion

8 Appendix
8.1 Methodology
8.2 Research Process and Data Source
8.3 Disclaimer
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Table of Figures

List of Tables
Table 1. Global AI In Media and Entertainment Revenue by Type, (USD Million), 2022 VS 2028
Table 2. Global AI In Media and Entertainment Revenue by Application, (USD Million), 2022 VS 2028
Table 3. Amazon Web Services, Inc. Corporate Information, Head Office, and Major Competitors
Table 4. Amazon Web Services, Inc. Major Business
Table 5. Amazon Web Services, Inc. AI In Media and Entertainment Product and Solutions
Table 6. EMG Corporate Information, Head Office, and Major Competitors
Table 7. EMG Major Business
Table 8. EMG AI In Media and Entertainment Product and Solutions
Table 9. Gearhouse South Africa Pty. Ltd. Corporate Information, Head Office, and Major Competitors
Table 10. Gearhouse South Africa Pty. Ltd. Major Business
Table 11. Gearhouse South Africa Pty. Ltd. AI In Media and Entertainment Product and Solutions
Table 12. Gravity Media Corporate Information, Head Office, and Major Competitors
Table 13. Gravity Media Major Business
Table 14. Gravity Media AI In Media and Entertainment Product and Solutions
Table 15. GrayMeta Corporate Information, Head Office, and Major Competitors
Table 16. GrayMeta Major Business
Table 17. GrayMeta AI In Media and Entertainment Product and Solutions
Table 18. International Business Machines Corp. Corporate Information, Head Office, and Major Competitors
Table 19. International Business Machines Corp. Major Business
Table 20. International Business Machines Corp. AI In Media and Entertainment Product and Solutions
Table 21. LMG, LLC Corporate Information, Head Office, and Major Competitors
Table 22. LMG, LLC Major Business
Table 23. LMG, LLC AI In Media and Entertainment Product and Solutions
Table 24. Matchroom Sport Ltd. Corporate Information, Head Office, and Major Competitors
Table 25. Matchroom Sport Ltd. Major Business
Table 26. Matchroom Sport Ltd. AI In Media and Entertainment Product and Solutions
Table 27. Production Resource Group, L.L.C. Corporate Information, Head Office, and Major Competitors
Table 28. Production Resource Group, L.L.C. Major Business
Table 29. Production Resource Group, L.L.C. AI In Media and Entertainment Product and Solutions
Table 30. Synthesia Ltd. Corporate Information, Head Office, and Major Competitors
Table 31. Synthesia Ltd. Major Business
Table 32. Synthesia Ltd. AI In Media and Entertainment Product and Solutions
Table 33. TAIT Corporate Information, Head Office, and Major Competitors
Table 34. TAIT Major Business
Table 35. TAIT AI In Media and Entertainment Product and Solutions
Table 36. Valossa Labs Ltd. Corporate Information, Head Office, and Major Competitors
Table 37. Valossa Labs Ltd. Major Business
Table 38. Valossa Labs Ltd. AI In Media and Entertainment Product and Solutions
Table 39. Veritone, Inc. Corporate Information, Head Office, and Major Competitors
Table 40. Veritone, Inc. Major Business
Table 41. Veritone, Inc. AI In Media and Entertainment Product and Solutions
Table 42. Pixellot Corporate Information, Head Office, and Major Competitors
Table 43. Pixellot Major Business
Table 44. Pixellot AI In Media and Entertainment Product and Solutions
Table 45. PlaySight Interactive Ltd. Corporate Information, Head Office, and Major Competitors
Table 46. PlaySight Interactive Ltd. Major Business
Table 47. PlaySight Interactive Ltd. AI In Media and Entertainment Product and Solutions
Table 48. AISportsWatch GmbH Corporate Information, Head Office, and Major Competitors
Table 49. AISportsWatch GmbH Major Business
Table 50. AISportsWatch GmbH AI In Media and Entertainment Product and Solutions
Table 51. Spiideo Corporate Information, Head Office, and Major Competitors
Table 52. Spiideo Major Business
Table 53. Spiideo AI In Media and Entertainment Product and Solutions
Table 54. Sportway AB Corporate Information, Head Office, and Major Competitors
Table 55. Sportway AB Major Business
Table 56. Sportway AB AI In Media and Entertainment Product and Solutions
Table 57. EVS Broadcast Equipment S.A. Corporate Information, Head Office, and Major Competitors
Table 58. EVS Broadcast Equipment S.A. Major Business
Table 59. EVS Broadcast Equipment S.A. AI In Media and Entertainment Product and Solutions
Table 60. Hudl Corporate Information, Head Office, and Major Competitors
Table 61. Hudl Major Business
Table 62. Hudl AI In Media and Entertainment Product and Solutions
Table 63. Move.ai Corporate Information, Head Office, and Major Competitors
Table 64. Move.ai Major Business
Table 65. Move.ai AI In Media and Entertainment Product and Solutions
Table 66. AutomaticTV Corporate Information, Head Office, and Major Competitors
Table 67. AutomaticTV Major Business
Table 68. AutomaticTV AI In Media and Entertainment Product and Solutions
Table 69. Global AI In Media and Entertainment Revenue (USD Million) by Players (2022 & 2028)
Table 70. Global AI In Media and Entertainment Revenue Share by Players (2022 & 2028)
Table 71. AI In Media and Entertainment Players Head Office, Products and Services Provided
Table 72. AI In Media and Entertainment Mergers & Acquisitions in the Past Five Years
Table 73. AI In Media and Entertainment New Entrants and Expansion Plans
Table 74. Global Market AI In Media and Entertainment Revenue (USD Million) Comparison by Region (2022 VS 2028)
Table 75. Global AI In Media and Entertainment Revenue Market Share by Region (2022-2028)
Table 76. Key Companies of AI In Media and Entertainment in North America
Table 77. Current Situation and Forecast of AI In Media and Entertainment in North America
Table 78. Key Companies of AI In Media and Entertainment in Europe
Table 79. Current Situation and Forecast of AI In Media and Entertainment in Europe
Table 80. Key Companies of AI In Media and Entertainment in Asia-Pacific
Table 81. Current Situation and Forecast of AI In Media and Entertainment in Asia-Pacific
Table 82. Key Companies of AI In Media and Entertainment in China
Table 83. Key Companies of AI In Media and Entertainment in Japan
Table 84. Key Companies of AI In Media and Entertainment in South Korea
Table 85. Key Companies of AI In Media and Entertainment in South America
Table 86. Current Situation and Forecast of AI In Media and Entertainment in South America
Table 87. Key Companies of AI In Media and Entertainment in Middle East & Africa
Table 88. Current Situation and Forecast of AI In Media and Entertainment in Middle East & Africa
Table 89. Global AI In Media and Entertainment Revenue Forecast by Type (2022-2028)
Table 90. Global AI In Media and Entertainment Revenue Forecast by Application (2022-2028)
List of Figures
Figure 1. AI In Media and Entertainment Picture
Figure 2. Global AI In Media and Entertainment Revenue Market Share by Type in 2028
Figure 3. Hardware/Equipment
Figure 4. Services
Figure 5. AI In Media and Entertainment Revenue Market Share by Application in 2028
Figure 6. Gaming Picture
Figure 7. Plagiarism Detection Picture
Figure 8. Personalization Picture
Figure 9. Sales & Marketing Picture
Figure 10. Talent Identification Picture
Figure 11. Content Capture Picture
Figure 12. Sports Automatic Productions Picture
Figure 13. Others Picture
Figure 14. Global AI In Media and Entertainment Market Size, (USD Million): 2022 VS 2028
Figure 15. Global AI In Media and Entertainment Revenue and Forecast (2022-2028) & (USD Million)
Figure 16. AI In Media and Entertainment Market Drivers
Figure 17. AI In Media and Entertainment Market Restraints
Figure 18. AI In Media and Entertainment Market Trends
Figure 19. Amazon Web Services, Inc. Recent Developments and Future Plans
Figure 20. EMG Recent Developments and Future Plans
Figure 21. Gearhouse South Africa Pty. Ltd. Recent Developments and Future Plans
Figure 22. Gravity Media Recent Developments and Future Plans
Figure 23. GrayMeta Recent Developments and Future Plans
Figure 24. International Business Machines Corp. Recent Developments and Future Plans
Figure 25. LMG, LLC Recent Developments and Future Plans
Figure 26. Matchroom Sport Ltd. Recent Developments and Future Plans
Figure 27. Production Resource Group, L.L.C. Recent Developments and Future Plans
Figure 28. Synthesia Ltd. Recent Developments and Future Plans
Figure 29. TAIT Recent Developments and Future Plans
Figure 30. Valossa Labs Ltd. Recent Developments and Future Plans
Figure 31. Veritone, Inc. Recent Developments and Future Plans
Figure 32. Pixellot Recent Developments and Future Plans
Figure 33. PlaySight Interactive Ltd. Recent Developments and Future Plans
Figure 34. AISportsWatch GmbH Recent Developments and Future Plans
Figure 35. Spiideo Recent Developments and Future Plans
Figure 36. Sportway AB Recent Developments and Future Plans
Figure 37. EVS Broadcast Equipment S.A. Recent Developments and Future Plans
Figure 38. Hudl Recent Developments and Future Plans
Figure 39. Move.ai Recent Developments and Future Plans
Figure 40. AutomaticTV Recent Developments and Future Plans
Figure 41. Global AI In Media and Entertainment Revenue Market Share by Region (2022-2028)
Figure 42. Global AI In Media and Entertainment Revenue Market Share by Region in 2028
Figure 43. North America AI In Media and Entertainment Revenue (USD Million) and Growth Rate (2022-2028)
Figure 44. Europe AI In Media and Entertainment Revenue (USD Million) and Growth Rate (2022-2028)
Figure 45. Asia-Pacific AI In Media and Entertainment Revenue (USD Million) and Growth Rate (2022-2028)
Figure 46. South America AI In Media and Entertainment Revenue (USD Million) and Growth Rate (2022-2028)
Figure 47. Middle East & Africa AI In Media and Entertainment Revenue (USD Million) and Growth Rate (2022-2028)
Figure 48. Global AI In Media and Entertainment Market Share Forecast by Type (2022-2028)
Figure 49. Global AI In Media and Entertainment Market Share Forecast by Application (2022-2028)
Figure 50. Methodology
Figure 51. Research Process and Data Source
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Research Methodology

Client Requirements

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Review and analyze client requirements

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Discussion of all the project requirements and queries

Flexibility Check

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Project Feasibility Analysis

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Finalizing tentative research programme

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Structuring project proposal with scope, timeline, and costs

Analyzing Market Dynamics

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Determination of key drivers, restraints, challenge, and opportunity

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Identifies market needs and trends

Market Size Estimation & Forecast

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Estimation of historical data based on secondary and primary data

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Anticipating market recast by assigning weightage to market forces (drivers, restraints, opportunities)

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Freezing historical and forecast market size estimations based on evolution, trends, outlook, and strategies

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Consideration of geography, region-specific product/service demand for region segments

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Consideration of product utilization rates, product demand outlook for segments by application or end-user.

tuBiao1

Data Source

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Secondary Source
Data collections from annual reports, presentations,associations, journals, analyst reports, paid database, press releases, blogs, newsletters,and GIR repositories.

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Discussion of all the project requirements and queries

Validation and triangulation of secondary and primary source.

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Collection of data

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Cumulating and collating the essential qualitative and quantitative data

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Generation of report in client requested format by research analysts

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Reviews by expert analysts

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Final quality check

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Clarifying queries

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Receiving feedback

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Ensuring satisfaction

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    liuCheng01

    01 Identification of data

    This step involves identification of several primary and secondary data research sources, including Global Info Research's internal data sources. The primary sources consist of in-depth discussions and interviews with policy makers, industry experts, and data evaluators, whereas secondary sources include a thorough study of market journals, press releases, annual reports, and government and non-government agencies websites.

  • yuan01
    liuCheng01

    02 Evaluation of Market Dynamic

    This phase includes a detailed evaluation of several factors that are likely to affect the market dynamics. It involves a comprehensive assessment of major market pain points, drivers, and trends. It also comprises a detailed study of research plans and methodology.

  • yuan01
    liuCheng01

    03 Collection of Data

    This process consists of gathering data, accessing proprietary databases, and reaching out to key industry participants that operate in the market across the value chain. It also involves studying several patterns in the historical data and comparing it with the current scenario.

  • yuan01
    liuCheng01

    04 Collaboration of Data

    This stage involves the validation of data and arrival at actual statistics, and evolution of the market over the years. It entails the study and analyzes various segments and verticals of the market. An impact analysis is also performed to observe which factors will affect the market in the next few years.

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    liuCheng01

    05 Verification and Analysis

    This is the final stage, which involves both quantity and quality checks. Although the process of data verification is an integral part of the research process, all data points and statistics and figures are re-checked to uphold their authenticity and validity.

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Companies Mentioned

Amazon Web Services, Inc.
EMG
Gearhouse South Africa Pty. Ltd.
Gravity Media
GrayMeta
International Business Machines Corp.
LMG, LLC
Matchroom Sport Ltd.
Production Resource Group, L.L.C.
Synthesia Ltd.
TAIT
Valossa Labs Ltd.
Veritone, Inc.
Pixellot
PlaySight Interactive Ltd.
AISportsWatch GmbH
Spiideo
Sportway AB
EVS Broadcast Equipment S.A.
Hudl
Move.ai
AutomaticTV
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